IOS export doesn't load an animated sprite with lots of frames

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:bust_in_silhouette: Asked By AnowD

After long way in development I try to make IOS export throw Xcode for AppStore. After all necessary procedures I met next issues:

  • After changing animation of animated sprite (6089x677 - whole size), which is not looped, has 14 frames and 7fps, it renders as a black square and hold its view until next changing by script

  • On the loading screen animated sprite with the same characteristics has same issue

I use Gless2 render, also have version for android devices, where weren’t such problems. What did I do wrong and what could You advice?

:bust_in_silhouette: Reply From: Calinou

Mobile devices can’t always load sprites larger than 4096 pixels (in either dimension). You may have to split your spritesheet into separate images. See 3D rendering limitations in the documentation (this also applies to 2D).

Also, which compression mode is your large sprite using?

Thank U, my friend. Compression limit solved my problem

AnowD | 2020-09-16 17:29